Optional Rule: Critical Hits with Newtech

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tgsofgc
11/18/03 01:32 PM
67.4.199.154

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The following are a series of rules that set out to correct the fact that lots of the newer tech constantly has players rerolling criticals. Also as a secondary objective I am trying to even out Ferro Fibrous and Endosteel since currently unless it is lore related it is pointless to have FerroFibrous unless you already have Endosteel.
Endosteel:
When a critical rolled is an Endosteel crit instead of being a reroll treat this as critical damage to the Mech's delicate structure. When such a critical hit ocures cross off the Endosteel crit and consider it empty (as per broken equipment). Also the mech takes damage to the internal structure of that location equal to the mech's weight divided by 20, rounded down. This damage can destroy the location, but do not transfer damage to other locations. Upon taking the damage the mech must roll to check for criticals with a penalty of -2 (the same as a floating crit).
FerroFibrous:
When a FerroFibrous critical takes damage and mark it off as a damaged component. The mech then takes damage to its armor in that location (use the direction of the shot to determine Torso side) equal to the Mech's weight divided by 20. This damage only affects the armor, and if none remains the excess isn't dealt to the internal structure. This damage does not transfer locations.
Triple Strength Mynomer:
Critical Hits on Triple Strength Mynomer represent damage to the Mynomer's heat regulating wires. This means that the criticals have the following effects:
1st Critical: System Disabled (treat as if it didn't have 3xMynomer) also the mech generates +2 standing heat
Each additional: +2 standing heat (additional)
CASE:
A Critical Hit to Case is extremely dangerous to mechs, as it disables a key safety improvement and may also cause ammunition jams.
When CASE is hit mark it off as destroyed, and treat all ammunition hit on future turns in that location as if it were mounted with out CASE.
Also roll 2D6, on a result of 12 all ammunition bin in that location are considered to have damaged/jammed feed mechanisms and can not be used by weapons till the jams are cleared. Note that players may still eject the ammo, and it can still explode if destroyed.
Physical Weapons:
Generally Physical weapons mounted on battlemechs are much more primitive and less likely to break due to minor damage (Baseball bat versus Computer). To reflect this don't consider a Physical weapons mounted by a mech destroyed until at least 1/2 of their criticals have been destroyed.

Well thats that, let me know if you think its balanced, or what changes should be made?
I find that 'pinpoint' accuracy during a bombing run increases proportionally with the amount of munitions used.
-Commander Nathaniel Klepper,
Avanti's Angels, 3058
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